Tournament Information
You must register as a team to participate. Open to ONLY players from Arizona High Schools and Arizona Pick Up Teams. No club teams may participate.
Location: Campo Verde High School - 3870 S Quartz St, Gilbert, AZ 85297
Start Time: Check-in: 7:00am - 8:00am. First game starts at 8:30am.
Format: 7x7 – 2 hand touch, 25 minute session with a running clock and no timeouts, 5 game guarantee, placement in tournament bracket determined after first (3) games-round robin style. There will be a winners bracket, and a losers bracket. Championship game will be between the winner of the winners bracket and winner of the losing bracket. If the loosing team of championship game is from the winners bracket, a second game will be played.
Entry Fee: $325.00 per team (25 person team max), no more than (3) coaches.
Max number of teams: 20
Proceeds: 50% to CVHS Coyote Club, 50% to (this year) The Fighting Freemans. Proceeds includes but is not limited to: Entry Fees, Sales of Merchandise, Sales of Food/Beverages. Does not include proceeds from sponsorship opportunities. Future years will be open for nominations beginning 10/1/2024 and close 12/20/2024. A committee from the booster will pick the winner based on number of nominations, or long term need.
Tournament Rules
OFFICIAL RULES
RULE 1: GENERAL
Article 1. Offense will start with the ball at the 40 yard line.
Article 2. A ceremonial coin toss will be conducted prior to each game to determine the team that will be awarded the initial possession during pool play.
Article 3. During playoffs, the team with the higher seeding will have the choice to decide which team will receive the ball first.
Article 4. A player will be deemed down when touched with one hand anywhere between the area below the neck and above the ankle.
Article 5. The quarterback is allowed a maximum of 4.0 seconds for the ball to to throw. In an event where the quarterback’s timer is not functional, the referees will employ a 3-chop method, with the fourth chop signaling the whistle. The four-second countdown will commence upon the ball’s snap.
Article 6. Each team will be granted one blitz opportunity per game, inclusive of any overtime periods. The white hat official will be responsible for keeping track of this.
Article 7. The offense is allowed to run the ball, without any restrictions.
Article 8. No untimed downs will be permitted, except for the extra point awarded if a touchdown is scored as the game time concludes.
Article 9.The field general holds the authority to halt the clock to ensure the accurate application of the rules stipulated herein.
Article 10. Youth age cutoff will be January 1st of the current year. i.e. for the 12U division, all players must have been 12 years old as of January 1st of the current year, and may have turned 13 since, but are still eligible.
RULE 2: TEAMS & COACHES
Article 1. Each team is limited to a maximum of twenty-four (24) players, with no exceptions.
Article 2. During the match, players are required to remain on their respective sidelines. Furthermore, all players and coaches must show respect to the teams currently playing and are prohibited from warming up on an opponent’s sideline.
Article 3. Teams are responsible for maintaining their own sidelines, ensuring players remain back during play, and ensuring proper disposal of any trash after the game.
Article 4. There is a strict limitation of four (4) coaches per team, including the team manager or parent, without any exception. Only one offensive coach is allowed on the field during play. Any violations will result in a warning for the first offense, followed by a delay of game penalty. There is a strict prohibition on defensive coaches being in the field at any time.
Article 5. The offensive team is not allowed to set up on the field before the opposing team reaches the 25-yard line. Any violation of this rule will result in a delay of the game penalty.
Article 6. For organizations with multiple teams in the same age group, each player will be given a uniquely colored wristband to represent their team. Once a team is eliminated, players from that team are disqualified from further play on that day. Wristbands are non-transferable and mandatory for eligibility. Any violation of these rules will result in immediate elimination from the tournament. It is important to note that a player is not allowed to participate in more than one team within the same division throughout the event.
RULE 3: GAME TIMES AND LATE POLICY
Article 1. Each game is one 25 minute session with a running clock and no timeouts.
Article 2. Teams are expected to be prepared and ready to commence play at the scheduled game time. The game clock will initiate at the originally planned time or the designated time by the event’s Director. A tardiness of five minutes will result in the on-time team being awarded seven points and the initial possession of the ball. If a team is ten minutes late, they will automatically forfeit the match.
Article 3. A victory through forfeit shall be recorded as a final score of 17-0. Exceptions may be made for instances where field monitors report overtime or injuries delaying a team on another field. However, registration issues will not be considered a valid reason for delay. The game times are definitive and teams must be prepared to compete at the allocated time.
Article 4. In the event of a touchdown being scored as time expires, the scoring team will be granted the opportunity for an extra point attempt. The head official will be responsible for keeping track of both the time and score, and will signal the start of the clock with a whistle blow.
RULE 4: OFFENSE
Article 1. The offensive team will initiate the game from the 40-yard line, choosing between either hash. The team has three attempts to secure a first down at the 25-yard and 10-yard lines. After achieving a first down inside the 10-yard line, the team is allotted three downs to score.
Article 2. The offensive team should have possession of the QB tee. In the event of a shotgun formation, a center must be provided to snap the ball off the tee. However, in this instance, the center is not allowed to receive a pass and must quickly kneel beside the QB tee. To prevent injury, no shotgun formation is permitted from the 40-yard line.
Article 3. Following a score, the offensive team can either automatically accept a single point or attempt to secure two points from the 10-yard line. The offensive team has the luxury of placing the ball either on the hash or in the middle as per their preference.
Article 4. The offensive team has the liberty to run the ball on any down. All running plays and handoffs are permissible.
Article 5. The first player to receive the ball from the center is deemed the QB and is prohibited from running. The second player to possess the ball becomes the runner and is not permitted to throw or lateral the ball.
Article 6. Any form of blocking is strictly forbidden and will result in a five-yard penalty from the previous line of scrimmage and a loss of down.
Article 7. In case of a fumbled shotgun snap, the ball becomes dead, resulting in a loss of down. The ball will then return to the original line of scrimmage. Any fumbles will be considered dead where they fall.
Article 8. The offensive team bears the responsibility of retrieving and returning the ball to the previous spot or the new line of scrimmage.
Article 9. All offensive formations must adhere to the rules of a legal set. The alignment of receivers should respect the tackle box.
Article 10. All substitutes for the offensive team must enter the field from the rear of the offense.
RULE 5: SCORING
Article 1. Six (6) points for successfully completing a touchdown.
Article 2. One (1) point for a Point After Touchdown (PAT) from the 5 yard line.
Article 3. Two (2) points for a PAT executed from the 10-yard line. Once declared, you may not change your PAT attempted distance.
Article 4. One (1) point for intercepting the ball, with the subsequent play starting from the 30-yard line (note that no runbacks or “pick six” are allowed).
Article 5. In case of a turnover on a PAT, including an interception, the play is considered dead and no points will be awarded.
Article 6. If an interception takes place when the clock has run out, the defensive team will still receive one (1) point for the interception.
Article 7. The HEAD OFFICIAL on the field is in charge of officially keeping track of the scores.
RULE 6: BLITZING
Article 1. Each team is permitted one blitz during the game, including overtime. The usage of a blitz nullifies the 4-second count for the quarterback, who can scramble but is not allowed to exceed the original line of scrimmage.
Article 2. The blitz can be employed anywhere on the field, with any number of players involved. In the event of a defensive penalty during a blitz, the blitzing team must forfeit their blitz. If an offensive penalty occurs during the blitz and that penalty is accepted by the defense, they will keep their blitz.
RULE 7: OVERTIME
Article 1. No overtime in pool play.
Article 2. In playoffs, overtime rules apply. The referee, based on his or her judgment, will choose a team to call the coin toss. The team that wins the toss will have the choice to either start on offense or defense.
Article 3. The offense has a choice of going for a 1 or 2 point conversion attempt. The defense then has an opportunity to match or exceed their attempt.
Article 4. In the event of a second overtime, the team that started on defense in the first overtime gets the first possession. The possession order is swapped for every subsequent overtime.
Article 5. All regulation rules and penalties apply.
RULE 7: FIGHTING & CELEBRATIONS
Article 1. Any player caught throwing a punch will face immediate expulsion from the tournament, regardless of them being the aggressor or in defense. In the scenario where one or both teams bench clears in a manner that is deemed to escalate the situation versus deescalate, those teams will face immediate disqualification. Each team is accountable for the actions of their fans, coaches, and players.
Article 2. We endorse celebrations but taunting is not acceptable. Celebrations should be conducted in a fun, quick manner to avoid causing unnecessary delays in the game. Teams will face penalties for taunting if their players cross the opposing team’s hash during a celebration.
Article 3. Any behavior like circling or touching opposing team players can lead to a double taunting penalty. Such actions can also lead to player ejections. A second violation may result in ejection and possible forfeiture, at the discretion of our directors.
Article 4. Punting the ball at any time will result in a 15 yard unsportsmanlike penalty and automatic first down.